Hektor Rackgard

Hektor

Hektor Rackgard is a powerful wizard and a key figure in the Alliance and the Exiles that split off from the Alliance, secretly maintaining a place in both groups for a time. Hektor’s magical expertise lies in summoning, shapeshifting, scrying, and quick elimination of foes through a number of offensive but not necessarily lethal means.

Hektor Rackgard was born to a minor noble of the small Aractrashan town, Lakatia. His father wished to advance his family in anyway possible. He saw an opportunity in young Hektor’s voracious appetite for books. Hektor’s father hired more than a dozen tutors for the boy along with an instructor in magic. Hektor learned much from his other tutors, but he enjoyed his magic lessons best. Hektor’s talents grew until he was noticed by the King’s Court. Hektor moved to Court and gave advice on all matters along with the other counselors there. He ascended to the coveted position of Archmage of Aractrash at a startlingly young age.

When Hektor’s father died, he assumed the title of Count of Lakatia. With his new title, Hektor felt added responsibility to protect the people of his town, on the northern border west of the Aractrashan Jungle. He perceived the Xorians as the greatest threat, due to their constant expansion and past failures to contain them. Hektor pleaded with King Ballard repeatedly to join the war, but Ballard refused. He would not risk the lives of his countrymen unless he saw an absolute need to do so. Hektor resigned as Archmage and left the capital filled with anger and frustration. He decided that if King Ballard would do nothing, then he would take matters into his own hands.

Hektor joined the Alliance himself and has been rendering them magical aid ever since. Hektor was instrumental in bringing the city of Dorrowsan over to the Alliance by supposedly defeating the city’s leader, The Great Lump, in single combat. Hektor would’ve lost, but Amalius and the Björn of Dalleer secretly assisted him and turned the tide of the duel. Hektor assumed lordship of the city, but passed it onto Kig Yupington. Dorrowsan was taken east to train its citizens outside of Jipangu.

Hektor took the side of the exiled Alliance Council members during their hearing. He continued to render them aid whenever he can. Alongside the Exiles, Hektor defeated the Bane and the blue wyrm, Bavastatner, that plagued the people of Mars’ Oasis. Hektor thankfully evaded participation in the release of Sartoria and Invernix from their prison in the Red Orb of Dragonkind. With his reputation intact he was able to secure the entry of Aractrash into the war on the Alliance’s side.

After bringing Aractrash into the war, Hektor ceased keeping his relationship with the Alliance Exiles a secret. Together they hunted down the pieces of the Druid’s Prophecy and enacted the ritual to revive Zeus. Once that was completed, Hektor participated in the duel to end the Second Alliance War. The Alliance proved victorious and the dragovinians were returned to mortal status by Eathirilu‘s use of the Touch of Nature.

After the Second Alliance War, Hektor acted as an advisor to King Staynard of Aractrash while also working on his own projects to secure the safety of Cimmeria as a whole. He helped construct the vault at Mars’ Oasis for the dangerous artifacts and dragon heads captured during the war. He hunted down Barakah with the help of his friends and killed the Ammutseba-possessed giant. Hektor also searched for King Ballard’s soul, but was unable to rescue the monarch from Amalgami. The rest of his life was spent countering the plans of Amalius to overthrow the gods. In the end he was successful. He slew Divine Amalius but at the cost of his own life.

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

81 – Biopunk 2287 RPG (Seiya and Synesthesia Synthetica) Setting the Stage, Campaigns for D&D and Other RPGs

Seiya tells us about his TTRPG system and setting, Synesthesia Synthetica (SNS). SNS is a biopunk game adjacent to the cyberpunk and steampunk genres. After an asteroid induced climate disaster, Earth has rebuilt itself using bio-technology instead of the metal based tech that surrounds us in the real world. Genetically modified humans have split into distinct species and mutant horrors prowl the wastes outside civilization. The rich rule from their space stations up above but resistance is growing in the streets below.During the episode we discussed a piece of art that Seiya had made for the game. A picture of that bio-tank is available for you to look at.At the moment, Synesthesia Synthetica is available for free as an early access game on itch.io and DriveThruRPG.If you want to learn more or find a group to play with, you can do that on the Synesthesia Synthetica Discord.Remember to nominate your favorite TTRPG shows/creators/things for the 2026 CRIT Awards!Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stageon Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 81 – Biopunk 2287 RPG (Seiya and Synesthesia Synthetica)
  2. 80 – Dynamic RPG Countries (Travis and Tetara)
  3. 79 – Dragon Age Degenerates (Zoe from Degenerates with Dice)
  4. 78 – D&D in Suburbia (Ryan and Serenity Springs)
  5. 77 – KPop DnD Hunters (Dan and Idols of the Neon Dark)